// // DrawEntireWorld // // Draw the WHOLE world, // ignoring the octree. // void DrawEntireWorld (void) { /* int i; for (i = 0; i < World::numworldpolys; i++) DrawWorldPolygon (&World::worldpolys[i]);*/ glEnableClientState (GL_TEXTURE_COORD_ARRAY); glEnableClientState (GL_NORMAL_ARRAY); glEnableClientState (GL_VERTEX_ARRAY); glNormalPointer (GL_FLOAT, 0, World::worldnorms); glTexCoordPointer (2, GL_FLOAT, 0, World::worlduvs); glVertexPointer (3, GL_FLOAT, 0, World::worldverts); glDrawArrays (GL_TRIANGLES, 0, World::numworldpolys); // Turn everything off for next draw command glDisableClientState (GL_VERTEX_ARRAY); glDisableClientState (GL_NORMAL_ARRAY); glDisableClientState (GL_TEXTURE_COORD_ARRAY); }